Unfortunately that throws the same error. I'm going to "park" some text at certain turns for now while I work through some flavor text tonight.
Oops, I think it should be justOnce("testJustOnce",function () civ.ui.text("Testing1.") end) instead.
Unfortunately that throws the same error. I'm going to "park" some text at certain turns for now while I work through some flavor text tonight.
I have unit formations mostly working. There are a couple bugs to fix and cases to check, but all the work looks like it will be in the required file from now on. If you can let me have the events for a couple hours (well, ~15 minutes once I notice they are available) I'll give you something you'll want to make a video about. Seriously, this will be a massive quality of life improvement for almost any scenario, so at some point I'll have to make a generalized version of it
I was not able to get the native transport to work for the V1 or V2. We basically want to remove its ability to transport but none of 0,1,2,3,4 worked. I did change the firing so it is fired at the night map but it can still transport back.
D:\Test of Time\Scenario\OTR3\events.lua:5174: bad argument #1 to 'giveTech' (civ.tribe expected, got number)
stack traceback:
[C]: in function 'civ.giveTech'
D:\Test of Time\Scenario\OTR3\events.lua:5174: in upvalue 'afterProduction'
D:\Test of Time\Scenario\OTR3\events.lua:5505: in function <D:\Test of Time\Scenario\OTR3\events.lua:5469>
D:\Test of Time\Scenario\OTR3\events.lua:5174: bad argument #1 to 'giveTech' (civ.tribe expected, got number)
stack traceback:
[C]: in function 'civ.giveTech'
D:\Test of Time\Scenario\OTR3\events.lua:5174: in upvalue 'afterProduction'
D:\Test of Time\Scenario\OTR3\events.lua:5505: in function <D:\Test of Time\Scenario\OTR3\events.lua:5469>
I'm going to make a video soon because this is friggin AWESOME - one thing I noticed is that all units must start on the same map and I'm curious if it's possible to have them all follow each other from high to low alt (and vice versa) as well?
Any idea what is causing this? It is for the Overlord Prep tech. I tested it and Italy on the same turn and Italy fired fine but Overlord gave trouble. No idea why as I thought "bad argument #1 to 'giveTech' (civ.tribe expected, got number) means that the issue is with "civ.tribe expected" yet it looks exactly the same as Italy. This also for some reason is causing a loop issue where any time I activate any unit I keep getting the same text.
The lines might be off a bit as I've added some.
I'm going to make a video soon because this is friggin AWESOME - one thing I noticed is that all units must start on the same map and I'm curious if it's possible to have them all follow each other from high to low alt (and vice versa) as well?
I'm very pleased to show off the latest edition of " @Prof. Garfield is a Genius:" Formation Flying!
You'll never believe this. The error disappeared when I put in a print function. My code checks if the leader's location is the same as it was on the previous key press (so that if a ship runs into land or something, the rest of the formation doesn't keep going). I'm guessing that the game takes a tiny bit longer to process a teleport than a directional movement, and the print statement made the difference between lua catching the unit on the old square and on the new square. I now make the lua code do a series of pointless calculations when 'n' is pressed to give the game a chance to move the unit if it should be moved. Here is the updated code.
I noticed that there is a large amount of work for the special targets built in to these events. I'm not sure how far along these are/how functional. I think we are down to the last few things: veteran swap, air protected stacks(?- I may have missed this), and these missions. We might be able to release this for an open beta with everything included but I'm not sure how you view that possibility.
Would you mind adding a few other locations in France for the trains to spawn so the Allies can't plan on catching them at that location? I wasn't sure how to do it with the way you used "destination." I didn't know if I could simply add more coordinates or not.
I'd really like to try to get this out for an open beta in December to try and take advantage of holiday time that players might have. Before doing that I intend to take it through one more 1 player spin for at least 50 turns or so just to see if I can catch anything stupid like a railtrack that is missing, etc. I'll probably try to find a day to take off (I need to burn some time anyway) to focus on that.
I am glad you were able to figure that out because there's no chance I would have! These quirks are interesting. I wonder if we'll run into issues with people playing on faster/slower computers. It does work fine on my fast "development" computer so hopefully we are set (I use a slower one to play single player since the game hangs up/think during AI turns and I can't see AI moves).
We still need to fix air protected stacks, by moving the 'protecting' unit off the ground/sea units. I've already written code to do that sort of thing a couple times in this scenario, but this one has to make sure that the aircraft won't be placed over another ground unit. I believe you said that the check and removal should be done for adjacent squares when 'k' is pressed, rather than after production, so that Air protection works against non 'k' units. Are there any units that you want to be allowed to have air protection (as long as there are no forbidden units in the stack also)? If so, I'll make a reference to a table so you don't have to make a complete list right now.
Veteran swap is also on the list. I believe you said that both units should have full health to make the transfer, and that the transfer should take an entire turn to do. I'll write the code so that each group that can veteran swap will be a list in its own table.
I'll have to take a look at what I did and how far I got with regards to the special targets. I'll probably do this last (but before any more 'quality of life improvements'), since the scenario is theoretically complete without them, and so if we have to start testing without them, we can. They'll probably get done in time anyway (a deadline usually translates to results).
The improvement tiles around newly captured cities have to be changed to the corresponding rubble, and all the improvements destroyed (the latter can be done in rules.txt I believe). Unless we want some of the housing or industry to survive, in which case something more complicated will have to be done.
Something else: a while ago I wrote a 'newspaper' (newspaper.lua, I believe is the file, press 2 to view the newspaper itself) functionality which allows the player to browse previous event text boxes, if an 'add to newspaper' function was run for that text at the time the text was displayed. At the moment, you can go forward and backward in the 'articles', but I plan to make it so that you can select something you need to check from a title. In any case, think about what text boxes you want to save for the Allies and Germans, and what their 'title' should be.
Definitely. I was planning to re-write the event details after we confirmed how we want the event to work. At the moment, the Germans only have to not disband units (and replace any infantry kills) to get the full number of trains. Perhaps we can think of some way for the Allies to influence this, which isn't too burdensome for the players, and would actually be worth using by the allies.
I think mid December is an achievable release date.
I don't mind if land and sea forces have air protection, to be honest.
I would still like the air protected stack to be worked out so that the target units can't have air protection.
'm not sure I follow you with the rules.txt portion - there is a corresponding "destroyed" terrain type (11 - 14) on each of the maps. I can't remember why map 2 has a different name for bombed refinery. It might be a mistake in naming. I'll put looking into that on my to do list. Please clarify if I need to do something further.
I would propose that we aim to release this to a general open beta on or before December 14.
I'd propose the following post-beta release schedule:
-Ongoing support while the playtests are going on of course to fix any bugs that need fixing to get people back in the saddle;
-Reconvene at some point 1st or 2nd quarter 2019 depending on playtest speed to reassess, make any necessary major changes, and release final version.
I'm hoping that there will be at least 3 games going if possible but this depends of course on if the people who have been reading this thread for the past several years are interested
I do want to try taking on @McMonkey given our history with this game to see if we get his seal of approval![]()